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Dooger’s Rops Deck

    Deck ID: 17419

    Author: Ryan "Dooger511" Fugett

    Title: Dooger’s Rops Deck

    Side: Dark

    Date Published: 2001-07-10

    Description:
    Pretty solid deck. Does well against most decks. Please tell me what you think about it, thanks.

    Rating:
    4.0

    Cards:

    'Starting (6)

    Ralltiir Operations/In The Hands Of The Empire

    Ralltiir

    Prepared Defenses

    Imperial Arrest Order

    Imperial Decree or Crush The Rebellion

    Mobilization Points


    Locations (8)

    Rendili

    Hoth Defensive Perimeter

    Hoth Echo Docking Bay

    Desert

    Swamp

    Jungle

    Forest

    Spaceport Docking Bay


    Characters (21)

    Emperor Palpatine

    Darth Vader, Dark Lord Of The Sith

    Darth Vader

    Mara Jade, The Emperor’s Hand

    Grand Moff Tarkin x2

    Janus Greejatus

    Prince Xizor

    Boba Fett With Blaster Rifle

    Bossk With Mortar Gun

    Dengar With Blaster Carbine

    4-LOM With Concussion Rifle

    IG-88 With Riot Gun

    Jodo Kast

    Commander Igar

    Lieutenant Arnet

    Rachalt Hyst

    AT-ST Pilot x3


    Vehicles (6)

    Tempest 1

    Blizzard Scout 1

    Tempest Scout 1

    Tempest Scout 2

    Tempest Scout 5

    Tempest Scout 6


    Space (4)

    Zuckuss In Mist Hunter

    Boba Fett In Slave 1

    Bossk In Hound’s Tooth

    Dengar In Punishing One


    Interupts (11)

    Alter & Collateral Damage

    Sense & Uncertain Is The Future

    Control & Set For Stun

    Ghhhk & Those Rebels Won’t Escape us

    Evader & Monnok

    Sniper & Dark Strike

    Hidden Weapons

    Imbalance

    Trample x3


    Weapons (3)

    Vader’s Lightsabeer

    Mara Jade’s Lightsaber

    Vibro-Ax




    '

    Strategy: '

    This deck has a good opportunity of winning when played right. I know the destiny is low and I won’t hit that much but I just can’t find away to make it better. Tracking makes hitting easier also.


    IAO and Mobs work great for me in the beginnig of the game for that extra activation. IAO also lets me get another site to Rops early. Mobs lets me pull Rendili if I need to go there or I know that my opponent has no space I can go there and drain for a good 1.


    The ground power in this deck is great and can hold its own against any lightside ground deck. Tramples, Sniper, Hidden Weapoms and all the weapons make holding or taking sites easier.


    My space is week, but I only go to space if I know I can hold a site or take one. If its late in the game and I know my opponent won’t play any space, I go to Rendili and drain.


    If you have any ideas on to change this deck and make it better, let me know.


    Card Choices

    Hidden Weapons - Makes getting rid of those jedi that you can seem to kill easier.

    Janus - Adds 1 to force drain when with the Emperor and makes tracking easier.

    Imbalance - Pretty good destiny and is great when opponent retrieves force, which is a lot.

    Rachalt Hyst - How often does an opponet draw an interupt for destiny?

    Snoova - Easy to capture people with.

    Arnet - Great pilot and a heck of a guy.

    Xizor - Can hold a site by himself.

    '

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